Normal said:
Again this is not the case. There was not so much homogenizing in DoA4. Everyone had OH but grapplers had better OH multiple command throws, or like Leon/Tina with tackle from laying position.
If removing the unique tool sets and making everyone play the same mind games isn't homogenizing, then I don't know what is. DoA is a text book example of what a fighter looks like when you make everything the same. Grapplers having combo throws on their OH doesn't change anything.
Normal said:
There is more homogenization in DoA5. Search for DOA5LR Death Combo videos and you will understand. Even grapplers like Leon their best damage potential is through strikes because of how DoA5 stun works. All combo videos look same regardless of character: punches, kicks, CB, PL, PB, Sidestep, no use of guaranteed laying throws for grapplers, only moderate < 25% damage of total combo use of air throw, but even Hayabusa can do this too and will use it in high damage combos better than punch and kick combo end.
Those death combos that are easy to get out of and will never see in an actual fight? You realize those types of videos are just to show off right? And combo videos look the same regardless of character in EVERY DoA game. There's only so much flash you can do with each characters move set. That in no way correlates to a game being homogenized, and DoA5 brought back actual mechanics from previous doa games that were removed from 4. It did the exact opposite of homogenizing.
TricK x DigitaL said:
Both me and another user have tried to rationalize that offensive holds are a part of the game & you are dismissive towards that
I agree, they are very much part of the game. Doesn't mean every one should have one. Parries are part of the game, should everyone have one of those? Actually, don't answer that, I already hate that Lei Fang stole Hitomi's parry and got guaranteed options out of it lol.
TricK x DigitaL said:
Side-steps wouldn't even be so bad to begin with if everyone had a decent OH.
What? In what way would that change anything? Standard throws beat a side step every time. Why would you need an OH for that? The only exception are Christi and Mari Rose unique side steps. Both are obnoxious, but an entire cast shouldn't have OH's just to counter two characters unique abilities. That would be stupid, just like how it was stupid Brad Wong ate an OH every time he lay down on the ground in DoA4.
TricK x DigitaL said:
Heck not even the new mechanics for DoA6 would really be all that great if every character had a decent OH; they would be cool to use sure- but boom Offensive Hold if you just want to mash- It's funny the description for a break blow is literally "This could be absolutely wonderful for dealing with people that love spamming the same moves over and over."
& I'm over here like uhh an offensive hold?? You want to fatal rush me & waste your meter? lol Offensive Hold right to you for thinking you can just mash.
Why do you need an OH for this? You have defensive holds. If someone is doing the same thing over and over again then counter them.
TricK x DigitaL said:
My statement about Akira make no sense? I think we can all agree that Akira is the true boss character of Dead or Alive (not Alpha). Dead or Alive wouldn't have even came around without his influence. It would be reasonable that he is one of the best at least.
Edit: And he doesn't even need an offensive hold
Your statement was silly because you're advocating a characters strength based on something superficial. You may be a better player than me, you may not be. Like I said before, your logic is literally saying that if I beat you with Hitomi then she must be top tier right? No, again the logic is silly.
I don't get you. Do you want the characters to have individual tools or do you want everyone to play the same after all? Make up your mind.
Hmm? When did I make the impression that I wanted everyone the same? My comment about JL losing his OH is very much me stating that I think certain tools should be unique to certain character playstyles. I tact on my other comment because people were acting like I was saying faster characters were broken or something in DoA4 because they also had OH's, which just isn't true. I think it hurt certain characters (like Brad Wong because OH basically beat out anything he did on the ground), but I never thought the entire cast having it was broken. I just simply feel something like an OH is something that strikers don't need and should be unique to grapplers.
Normal said:
Wall impact is extra damage and opportunity for even more damage as opponent remains standing instead of knocked down to floor.
Wall has plenty use. Did you not play DoA4?
Did you play anyone who knew how to stagger escape escape? If you did you would never bother going for a wall bounce because people who stagger escaped would hit the wall then immediately fall to the floor. You'll get that extra 10-15 damage from the wall splat after you finish your juggle which you should have always opted for.
Normal said:
And what is not smart about intentional randomness?
Do you believe it is more smart to press
than to really know character moveset and use unexpected attacks?
What is smart about it? There's no such thing as intentional randomness. Both parties are simply trying to make reads and essentially guessing while getting no rewards for the constant risks. Every game has RPS, but the level in doa4 was obnoxious.[/QUOTE]